other.lastpushtime = time;\r
if(!pushdeltatime) return;\r
\r
+ // apply size-based weight\r
+ str *= (cvar("g_healthsize") && other.classname == "player") ? pow(other.scale, cvar("g_healthsize_weight") * 0.5) : 1;\r
+\r
other.velocity = other.velocity + normalize(targ.origin - self.origin) * str * pushdeltatime;\r
other.flags &~= FL_ONGROUND;\r
}\r
void trigger_impulse_touch2()\r
{\r
float pushdeltatime;\r
+ float str;\r
\r
// FIXME: Better checking for what to push and not.\r
if not(other.iscreature)\r
other.lastpushtime = time;\r
if(!pushdeltatime) return;\r
\r
+ str = pow(self.strength, pushdeltatime);\r
+\r
+ // apply size-based weight\r
+ str *= (cvar("g_healthsize") && other.classname == "player") ? pow(other.scale, cvar("g_healthsize_weight") * 0.5) : 1;\r
+\r
// div0: ticrate independent, 1 = identity (not 20)\r
- other.velocity = other.velocity * pow(self.strength, pushdeltatime);\r
+ other.velocity = other.velocity * str;\r
}\r
\r
// Spherical (gravity/repulsor) mode\r
else\r
str = self.strength;\r
\r
+ // apply size-based weight\r
+ str *= (cvar("g_healthsize") && other.classname == "player") ? pow(other.scale, cvar("g_healthsize_weight") * 0.5) : 1;\r
+\r
other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;\r
}\r
\r
\r
- +0.8: Some sort of bullet time feature in single player, by setting the slowmo cvar\r
\r
-- 0.8: Does the wind trigger brush need to account scale based gravity?\r
-\r
- 0.8 BUG: Stomach load appeared 101 while my health was 100\r
\r
- 0.8: Give weapons a weight, which affects the player based on size\r
\r
+- 0.8: Don't allow macros in the tutorial map (use health rot), since their weight makes it impossible to pass some parts\r
+\r
- 0.8: Make some g_healthsize cvars g_balance_healthsize, and move them to balanceVT.cfg\r
\r
- 0.8: Make player fatness depend on frags, using a trick I heard about with shaders\r